﻿using System.Collections;
using System.Collections.Generic;
// using TMPro;
// using UnityEngine;
//
// public class CodeManager : MonoBehaviour
// {
//     TextMeshPro m_textMeshPro;
//     // Start is called before the first frame update
//     void Start()
//     {
//         // Add new TextMesh Pro Component
//         m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
//
//         m_textMeshPro.autoSizeTextContainer = true;
//
//         // Load the Font Asset to be used.
//         //m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
//         //m_textMeshPro.font = m_FontAsset;
//
//         // Assign Material to TextMesh Pro Component
//         //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material;
//         //m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
//
//         // Set various font settings.
//         m_textMeshPro.fontSize = 48;
//
//         m_textMeshPro.alignment = TextAlignmentOptions.Center;
//
//         //m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation.
//         //m_textMeshPro.enableAutoSizing = true;
//
//         //m_textMeshPro.characterSpacing = 0.2f;
//         //m_textMeshPro.wordSpacing = 0.1f;
//
//         //m_textMeshPro.enableCulling = true;
//         m_textMeshPro.enableWordWrapping = false;
//
//         //textMeshPro.fontColor = new Color32(255, 255, 255, 255);
//
//         string txt = "float4 color = new Color(1,1,1,1);\n" +
//             "bool s;";
//         m_textMeshPro.text = CodeTextBase.Inst.Wrap(txt);
//     }
//
// }
